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Understanding the Effect of Existing Positive Relationships on a Social Motion-based Game for Health
Conference proceeding

Understanding the Effect of Existing Positive Relationships on a Social Motion-based Game for Health

Karina Caro, Yuanyuan Feng, Timothy Day, Evan Freed, Boyd Fox, Jichen Zhu and ACM
PROCEEDINGS OF THE 12TH EAI INTERNATIONAL CONFERENCE ON PERVASIVE COMPUTING TECHNOLOGIES FOR HEALTHCARE (PERVASIVEHEALTH 2018)
01 Jan 2018

Abstract

Computer Science Computer Science, Interdisciplinary Applications Health Care Sciences & Services Life Sciences & Biomedicine Medical Informatics Science & Technology Technology
In this paper, we present the iterative design of StepQuest, a Fitbit-based social motion-based game for health (MGH) to sustain physical activity (PA) and support extended play. We conducted two 6-week user studies (n=24) to evaluate the effectiveness of the game to promote PA for an extended period of time as well as the role of existing social relationship. Our findings indicate that a pre-existing positive relationship (e.g., friendship) has a positive impact on players' PA levels when they play a social MGH, compared to strangers, and that this effect was amplified when more gameplay actions were available. However, our results also show that overall PA levels declined for both groups in week 4, and that preexisting social relationship and a variety of gameplay actions are not enough to sustain long-term motivation for PA. Based on these results and drawing from game design literature, we present a list of design implications including less-discussed key topics such as game balancing.

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10 citations in Scopus

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UN Sustainable Development Goals (SDGs)

This publication has contributed to the advancement of the following goals:

#3 Good Health and Well-Being

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Web of Science research areas
Computer Science, Interdisciplinary Applications
Health Care Sciences & Services
Medical Informatics
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